text
stringlengths
1
93.6k
# Cropping and possible flipping
if (np.random.randint(2) > 0):
random_cropped[:,:,:] = padded[:,crops[0,0]:(crops[0,0]+self.img_size),crops[0,1]:(crops[0,1]+self.img_size)]
else:
random_cropped[:,:,:] = padded[:,crops[0,0]:(crops[0,0]+self.img_size),crops[0,1]:(crops[0,1]+self.img_size)][:,:,::-1]
image = torch.FloatTensor(random_cropped)
target = self.train_labels[index]
else:
image, target = self.test_data[index], self.test_labels[index]
image = torch.FloatTensor(image)
return index, image, target
def __len__(self):
if self.train:
return len(self.train_data)
else:
return len(self.test_data)
class cifar100(cifar10):
base_folder = 'cifar-100-python'
url = "http://www.cs.toronto.edu/~kriz/cifar-100-python.tar.gz"
filename = "cifar-100-python.tar.gz"
tgz_md5 = 'eb9058c3a382ffc7106e4002c42a8d85'
train_list = [
['train', '16019d7e3df5f24257cddd939b257f8d'],
]
test_list = [
['test', 'f0ef6b0ae62326f3e7ffdfab6717acfc'],
]
meta = {
'filename': 'meta',
'key': 'fine_label_names',
'md5': '7973b15100ade9c7d40fb424638fde48',
}
# <FILESEP>
from globals import pygame
class Animation:
"""
The animation class is very useful to handle sprite-animations.
It is recommended to create a class that inherits from this one and then
change the _custom()-method to add custom behaviour.
Most methods who aren't getters return self in order to perform actions like
animation.pause().reset().get_surface()
"""
def __init__(self, sprites, sprite_order):
"""
sprites: A list of images of the sprite, each image is a frame of the animation.
The images all have to have the same size.
See utilities.split_tiled_surface() for an easy way to generate such a list.
Sprites can't have an alpha-channel, transparent parts must be indicated by the
color (225, 0, 225)
sprite_order: Can be three of the following things:
Amount (int) of frames every sprite is showed. The order of the sprites played will be the order of the
sprites in the "sprites"-argument.
OR
The amount of frames for every sprites (list). The order of the sprites played will be the order of the
sprites in the "sprites"-argument, but this time, the amount of frames each sprite is showed can be changed
individually. ([frames_for_image_1, frames_for_image_2...])
OR
The order of the sprites and the amount of frames for every sprite (list of tuples). This list can contain
more elements than there are sprites. The syntax for this list is [(sprite_nr, frame_length),
(sprite_nr, frame_length)...].
An animation with three different sprites can be 5 sprites long,
playing sprite |: 1, 2, 1, 3, 2 :| for 100 frames per sprite for instance would be expressed as follows:
Animation([surface_1, surface_2, surface_3], [(1, 100), (2, 100), (1, 100), (3, 100), (1, 100)])
"""
# Save the sprites-list
self.sprites = sprites
# Save the speed and order of sprites according to the type of the given list:
self.sprite_order = sprite_order
self.format_sprite_order()
# Initialize the frame_counter
self.frame_counter = 0
# Initialize the var holding the index of the current sprite
self.current_sprite = 0
# Create the surface the current frame will be blitted on
self.surface = pygame.Surface(self.sprites[0].get_size())
# Set the colorkey (225, 0, 255)
self.surface.set_colorkey((255, 0, 255))